Showing posts with label bard. Show all posts
Showing posts with label bard. Show all posts

Wednesday, February 8, 2017

Backtracking to Bards    

Here we are returning to the subject of bards, which we briefly skipped over!  Bards have a fascinating history in Dungeons & Dragons.  Sure, it's easy to become a bard now, but back in the day, you really had to work for it.  Bards first appeared in core rules back in First Edition D&D (technically AD&D).  To create a bard, you had to meet stringent requirements.  Your human or half-elf only character had to have extremely high ability scores to even begin to attempt to become a bard.  You would then create a fighter character, and go off adventuring.  Sometime after you reached fifth level, you would then dual class (a variant type of multiclass) into a thief.  Finally, after many adventures as a thief, you would dual class again, to a druid.  You would keep your fighter and thief abilities, and now you could also cast druid spells!  This idea of a fighter/thief/spellcaster was very appealing, and had previously only been available to elves.  Humans could get this combo, but they had to work for it.  However, when Third Edition came out, everyone could multiclass freely.  Fighter/thief/spellcaster types were now available to any race, and in a variety of different interesting combinations.  Where did the bard now fit into the game?

The core of bards in D&D is that they are knowledgeable about many things, they are jack-of-all-trades, and they can charm people with their music.  This last ability is greatly expanded in Third Edition and Pathfinder, and becomes the core of what makes a bard unique.  When Third Edition came out, I felt that there was a great deal of excitement about bards.  Like the monk, here was a class with an entirely new set of abilities.  However, as time went on, I noticed that interest in the bard had waned.  Bards were underpowered, it was argued, and often didn't really fit into the adventure in the same way that the other character classes did.


How Did the Jack-of-all-Trades Become the Least Flexible Class?

To understand the problems with the bard, you have to look at the multiclass system.  Multiclassing is highly favored among many players of the game, both in D&D and in Pathfinder.  And yet, as I've discussed in earlier posts, there are some multiclass combinations that just don't work very well.  And, unfortunately, that includes pretty much any combination that contains the bard.

The first problem is that the bard is a spellcaster.  Any class that combines with the bard that is also a spellcaster is going to be at a significant disadvantage.  That includes a lot of classes!  But fighter/bards, rogue/bards, and even monk/bards are still quite feasible.  Why do we not see more of them?  Part of the reason is that sorcerer gives a lot more bang-for-your-buck as a multiclass spellcaster.  Sorcerers get access to a larger variety of spells and can cast more of them.  Then, with the advent of the magus class, bards were even less useful, as the magus blends their spellcasting and fighting in a much more efficient way.  Another reason is that there is too much overlap between abilities.  The bard offers better fighting and better skills than the sorcerer, but a fighter and a rogue, respectively, already have those things.  Monk/bards have an issue with ability scores:  they need all of them to be viable, which spreads their scores fairly thin.

But I believe that the main reason that bards don't get multiclassed (or played) as much is that players have a hard time figuring out what to do with the musical component of the class.  The idea that bards will play music and aid the rest of the party through their song is a very specific one.  It feels sort of odd and out of place in epic fantasy.  The most popular example of a bard that regularly uses bardic performance to support his allies is one that pokes fun at the very concept.  And it is this musical support ability that the majority of bard archetypes reduce or get rid of.  Pathfinder has done their best to expand the different ways that one can play a bard, but the fact is, it remains a very narrow character concept.  A good analogy would be the necromancer.  A great concept for a character, but clearly not for everyone and not suitable for every game.


Performers in the Fantasy Genre

My approach to the bard, to address some of these issues, would be to focus on the bard as a performer, and allow this to include a broad spectrum of abilities.  A Performer component would encompass the traditional "play music to enchant and buff allies," but that type of performance would not be overly critical for the class's function.  Performers in fantasy can be broken down into a number of different categories, all of which would be accessible by the bard.
  • Actor:  Actors in the fantasy genre are often associated with masks and the type of very stylized acting represented by Commedia or Mummery.  They are more closely associated with illusions than other bard types, as well as trickery.
  • Dancer:  This type of performance is almost always associated with combat, as well as the normal bard functions of enchantment and buffing.  The class of Dancer is a mainstay of Japanese fantasy RPGs.  It should be noted that dancers in the fantasy genre are almost always female and often tend to be sexualized.  Being aware of the problematic tropes associated with dancers is important, and I'll talk about it more in my next post, which is all about charms and enchantments.
  • Juggler/Acrobat:  Another performance that is often associated with combat.  Jugglers do not tend to be able to enchant with their juggling.  It is seen as skill, not magic, and is often used for pranks or thievery.
  • Musician:  The typical D&D or Pathfinder bard, this performer plays instrumental music and generally this has a magical effect.
  • Singer:  Enchantment through song is a strong theme in fantasy.  It is often gendered (women tend to be singers more than men) and often sinister.  The harpy and the siren are examples of singers that enchant male heroes, often to their doom.  See my notes on Dancer, above.
  • Storyteller:  Performers of this type are often used by an author of a fantasy story to introduce the myths and tales that are the core of the fantasy world.  In other words, they exist mostly for exposition.  Storytellers as protagonists do exist in fantasy as well, however, and they tend to be knowledgeable about many things.  They also tend to be the guardians of lore that would otherwise be lost.

Components of a Bard

We know, from prior posts, that our bard might include Spellcasting as a secondary component and Agile as a tertiary component.  Their other Secondary component could be Scholar (making them more like wizards) or Versatile (making them more like sorcerers) or Healer (making them more like clerics).  For now, let's look at a Performer component, which would be the primary component of the bard class.


Performer

Requirements:  None.

Hit Dice:  Primary Performers gain d8 hp, others have no change

Skills:  Performer characters gain the following class skills:  Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (local), Linguistics, Perception, Perform, Sense Motive, and Sleight of Hand.

Base Attack Bonus:  Primary Performers gain base attack as rogues, others have no change

Saving Throws:  Performers begin with a +2 Will save and advance quickly.

Additional Spells:  Performers add the following to their spell lists:
  • 1st - cause fear, charm person, comprehend languages, confusion (lesser), hypnotism, remove fear, sleep, ventriloquism
  • 2nd - animal trance, calm emotions, daze monster, enthrall, heroism, hypnotic pattern, pyrotechnics, rage, scare, shatter, sound burst, suggestion, summon swarm, whispering wind
  • 3rd - charm monster, confusion, crushing despair, deep slumber, fear, glibness, good hope, haste, sculpt sound, slow, speak with animals 
  • 4th - dominate person, freedom of movement, legend lore, modify memory, rainbow pattern, shadow conjuration, shout, speak with plants
  • 5th - dream, false vision, heroism (greater), mind fog, nightmare, shadow evocation, song of discord, suggestion (mass)
  • 6th - analyze dweamor, eyebite, find the path, irresistible dance, sympathetic vibration, veil
Special Abilities:  Tertiary Performers gain a single special ability from the list below at first level.  Secondary Performers gain one ability at first level, and one additional ability every two levels, starting at level two.  Primary Performers gain one ability at first level, and one additional ability every level, starting at level one.
  • Acrobatic:  As the feat.
  • Affect Animals (Su):  Use all Perform abilities on animals as well as people.
  • Alertness:  As the feat.
  • Animal Affinity:  As the feat.
  • Athletic:  As the feat.
  • Calm Emotions (Su):  Calm down listeners and make them peaceful.
  • Catch Off-Guard:  As the feat.
  • Countersong (Su):  Counter magical effects that rely on sound.
  • Dazzling Display:  As the feat.
  • Distraction (Su):  Counter magical effects that rely on sight.
  • Dramatic Display:  As the feat.
  • Fascinate (Su):  Distract others, so that they receive penalties on certain rolls (such as Perception).
  • Gather Crowd (Su):  Compel all within a certain range to come closer to see and listen to your performance.
  • Hero's Display:  As the feat.
  • Inspire Competence (Su):  Grant allies bonuses on certain skill rolls.
  • Inspire Courage (Su):  Grant allies bonuses against fear effects.
  • Inspire Fear (Su):  Increase intimidation effects.
  • Inspire Ferocity (Su):  Grant allies bonuses in combat.
  • Intimidating Prowess:  As the feat.
  • Mass Charm (Sp):  (Primary only) Extend the effects of certain enchantment spells to all who see and hear the bard's performance.
  • Masterful Display:  As the feat.
  • Mocking Dance:  As the feat.
  • Murderer's Circle:  As the feat.
  • Savage Display:  As the feat.
This is a draft of the Performance component, and it is far from complete.  But it should give you an idea of the direction that this component would go in, and the types of benefits that it would offer to characters.

Next post I want to talk a bit more about charm effects, as they are often used by bards.  Then we will move on to druids!

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Monday, February 6, 2017

Building a Spellcaster    

Spells and spellcasting take up an enormous portion of the rules of any D&D product.  It certainly isn't the only way to create a comprehensive magic system (see Ars Magica, for example), but D&D and Pathfinder insist on having each and every potential magical action described, in detail, each with its own rules.  This is not necessarily a bad thing!  D&D has at its core a tactical combat game.  Designing a magic system with the breadth of the entire fantasy genre, that can be applied to the very narrow focus of tactical combat, is a fairly astounding feat.  For those of us who love the D&D magic system, even the parts that we sometimes hate, it is an integral part of the game.

That said, it has become so incredibly huge that it is barely workable for experienced players, much less for new players.  Consider, for example, the number of charts in just the core Pathfinder rules that deal with the number of spells that a character either casts or learns per caster level:  there are ten of them.

In addition, spellcasting hasn't really caught up with the evolution of the rest of the system.  No where is that more clear than in the multiclass rules.  Once you decide to be a spellcaster, anything that you do that takes you away from that specific spellcasting class is going to make your character substantially less powerful.  A fighter/barbarian, or fighter/ranger is a perfectly acceptable path, but a sorcerer/wizard is simply not.  (As an aside, I had a player play a sorcerer/wizard in one of my campaigns, and he was an excellent character.  This is not to besmirch the concept at all, just the way that the rules support that concept.)

In case it wasn't clear by now, it is my intention for these house rules to eliminate the need for multiclassing.  And I believe that Pathfinder has made moves in that direction as well.  For example, the hybrid classes essentially do what I am doing, but in a much more limited way: they combine the components of two classes together, so that you can level up in both at the same time.  The Arcanist, for example, is Pathfinder's solution to the sorcerer/wizard problem.

Why is this important for story? The short answer is, it isn't directly important, but the ways that it indirectly impacts the story add up to a big difference.  First, simpler rules allow new players to feel more welcome.  Having new players feel welcome leads to a table with more diverse viewpoints and experiences, which leads to better story.  Second, having spellcasting be an addable (and removable) component allows the gamemaster to easily turn the dial on how much magic they want in their campaign.  Eventually, this blog will turn to the subject of gamemastering, and how class components can be set up for particular genres of fantasy.  It may be that you want spellcasting to be a rare, but powerful thing.  An easy way to accomplish this is to eliminate Secondary and Tertiary Spellcasting, and only allow it to be a Primary component.  Or, alternatively, you may want magic to be pervasive, but not as powerful.  Doing the opposite, and allowing Tertiary Spellcasting only will accomplish this.  Rules that support genre will, in turn, support good story.  Third, streamlined spellcasting rules make the game go faster.  It means that a larger amount of the time that you have to sit down and play the game can go toward advancing the story, rather than fiddling with rules and looking things up.


Spellcaster

Requirements:  none (but see restrictions below)

Hit Dice:  no change

Skills:  Spellcasters gain the following class skills:  Knowledge (arcana), Spellcraft, Use Magic Device

Base Attack Bonus:  no change

Saving Throws: Spellcasters advance quickly in Will saving throws.

Additional Spells:  see below

Special Abilities:  Spellcasters are able to prepare and cast magic spells.  Preparing spells requires the spellcaster to be well-rested (eight hours of rest), and to spend one hour of preparation time in a relatively peaceful environment.  Note that other class components may provide additional restrictions or advantages in preparing and casting spells.

Spells Per Day:  Spellcasters can generally cast at least two spells per day of the highest spell level that they can cast, at least three spells per day of the second highest spell level that they can cast, and four spells per day for all other spell levels.  They begin able to cast only first level spells or lower.  They gain access to a new level of spell every two character levels.  When they do not gain access to a new spell level (on even numbered levels), they instead gain an additional spell for every level that then can cast at, to a maximum of four.  Their progression thus looks like this (apologies, as Blogger doesn't seem to be able to do tables):

Character     Spell Level
Level           0             1st           2nd         3rd         4th

1                  3             2
2                  4             3
3                  4             3             2
4                  4             4             3
5                  4             4             3             2
6                  4             4             4             3
7                  4             4             4             3             2
8                  4             4             4             3             3

Spells Known:  Spellcasters know a number of spells equal to twice the number of spells that they can cast.  They can choose from this list when preparing their spells to cast.  For example, if a spellcaster can cast two second-level spells, three first-level spells, and four zero-level spells per day, they will have four second-level spells, six first-level spells, and eight zero-level spells in their repertoire to choose from.

Special Restrictions:  All Spellcasters must choose one of the following restrictions below.  Secondary Spellcasters must choose two restrictions, and Tertiary Spellcasters must choose three.
  • Delayed Spellcasting:  Instead of being able to cast spells at first level, spellcasters with this restriction do not begin to learn to cast spells until they are fourth level.  At that point, they continue to learn at the normal rate, reducing their character level by three for the purposes of spells and spellcasting).
  • Limited Spell List:  Initially, all spellcasters gain access to the same list of spells.  They will also gain access to additional spells through other class components.  However, spellcasters who take this restriction cannot learn some of the more powerful spells available.  A breakdown of individual spells and how to create spell lists for your campaign is the subject of a later post.
  • Required Item:  In order to prepare and cast spells, the caster must have a particular unique item available.  Note that this restriction cannot be taken if the spellcaster does not have to prepare spells (due to an ability from another class component).  The eschew materials feat does not remove the requirement to have this item.
  • Slow Learning:  Spellcasters with this restriction know half the number of spells that they can cast per day (rounded up), instead of twice that number.  Note that this restriction cannot be taken if the spellcaster has a way to learn more than the usual number of spells (due to an ability from another class component).
  • Slow Progress:  Spellcasters with this restriction gain access to a new level of spell every three character levels, instead of every two character levels.  If desired, this restriction can be taken twice.  Spellcasters who do so gain access to a new level of spell every four character levels.

Existing Spellcasting Classes

How does this look for our existing spellcasting classes?  Currently, we have three Primary Spellcaster classes:  druid, wizard, and sorcerer.  While all have Primary Spellcaster, they are distinguished by their other components and also by the special restrictions that they have chosen.  Druids have the special restriction of Limited Spell List, which removes some of the traditional "wizard only" spells such as magic missile, but druids can still gain additional spells to add to their list from their other components.  Wizards will have Secondary Scholar component, which will give them access to many more potentially known spells, but at the cost of having to scribe them into their spellbook.  Their restriction is Required Item: Spellbook.  Sorcerers have a Secondary Bloodline component which will give them an increased number of spells per day, as well as giving them access to a more spells for their list based on their birthright.  They will also have a component that removes the requirement for preparing spells in advance, making them more versatile casters.  Their restriction could either by Slow Learning or Slow Progress, but I strongly prefer giving them Slow Learning.   In comparison to current Pathfinder rules, this will mean they have a few less spells to cast, but will gain new levels of spells at the same time as wizards do.

Our cleric and bard have Secondary Spellcaster components.  Clerics take the restrictions of Limited Spell List and Required Item, which is their holy symbol.  They can then gain additional spells from their Primary Healer component, as well as from their Domain component.  Bards currently have the restrictions Limited Spell List and Slow Progress.  They share a component with sorcerer that will enable them to not need to prepare spells in advance.

Finally paladins and rangers have Tertiary Spellcaster components.  Assuming they are not traded out for something else, they will have the limitations of Delayed Spellcasting, Limited Spell List, and Slow Progress.

Next up is the Jack-of-all-Trades, but Master-of-None, the Bard!

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Monday, January 23, 2017

Class Components:  Breaking Things Down Further     

Thus far, we have identified four components of the barbarian:  Berserker (a powerful and balanced component), Survivalist (a front-loaded component), Agile (a somewhat unbalanced component), and Tough (a balanced, but less powerful component).

Examining the barbarian archetypes reinforces these components.  Archetypes gain certain class abilities, while losing other, standard barbarian class abilities.  Looking over the various archetypes, we can see that when an archetype gives up fast movement, for example, they usually lose uncanny dodge and trap sense as well.  Berserker, as the primary component and the granter of the barbarian's rage powers, is rarely lost entirely  The other three, however, are often switched out as the player desires, to modify their barbarian and make it unique.

Because these components are not balanced against each other, they should not be treated in the same way.  However, instead of swapping components out one for one directly, and attempting to force them to become balanced when they are not, perhaps we can instead think about each component as having greater or lesser importance to the character concept.

For Barbarians, being a Berserker is of primary importance, and being Agile is less important.  But let's consider the other character classes that might have Agile as a component.

The Rogue's Agile Component

Certainly the rogue is the first class that comes to mind when we think about a character that is agile. The following class abilities granted by the Rogue fit within an Agile component:
  • Acrobatics, Climb, and Escape Artist class skills (1)
  • Increased Reflex save (all)
  • evasion (2)
  • uncanny dodge and improved uncanny dodge (4, 8)
  • trap sense (3, 6, 9, 12, 15, 18)
In addition, a number of Rogue Talents fit into Agile, including Acrobatic Stunt, Climbing Stunt, Escaping Stunt, Expert Leaper, Fast Getaway, Improved Evasion, Ledge Walker, Nimble Climber, and others.


The Monk's Agile Component

Monks are also very agile, having many class abilities that fit within this component:
  • Acrobatics, Climb, Escape Artist, and Ride class skills (1)
  • Increased Reflex save (all)
  • evasion (2, 9)
  • fast movement (3, 6, 9, 12, 15, 18)
  • slow fall (4, 6, 8, 10, 12, 14, 16, 18, 20)
  • high jump (5)

The Bard's Agile Component

Finally, the bard, while certainly not as focused on agility as the rogue or the monk, has certain class abilities that fit within this component.  The bard's Agile component would be fairly front-loaded, and might look something like this:
  • Acrobatics, Climb, and Escape Artist class skills (1)
  • Increased Reflex save (all)

Standardizing Components

There is a lot of overlap between the way that different character classes get these same kinds of skills and abilities.  And yet, three general levels of components start to make themselves clear:  front-loaded, lower-powered components, such as the bard's Agile (as well as the barbarian's Survivalist), mid-level components, such as the barbarian's Agile and Tough, and high level components, such as the rogue or the monk's Agile (or the barbarian's Berserker).

Would the game benefit if we standardized these into three distinct levels?  Well, consider the rules as written that the players need to keep track of:
  • Barbarians gain fast movement at level 1, which is a simple 10 foot bonus to their move.
  • Monks gain fast movement at level 3, but this is a different ability of the same name, and increases every three levels.
  • Monks and rogues both gain evasion at level 2, but Monks gain improved evasion automatically at level 9, while rogues have to take an advanced rogue talent in order to get improved evasion (which they cannot access until level 10).
  • Rogues get uncanny dodge at level 4 and improved uncanny dodge at level 8.
  • Barbarians get uncanny dodge at level 2 and improved uncanny dodge at level 5.
  • However!  If a rogue or barbarian already had uncanny dodge from the other class, then when they would get uncanny dodge, they instead get improved uncanny dodge.
  • Rogue and barbarian levels stack, somewhat, for purposes of when you can avoid sneak attacks, but the rules are complex, to say the least.
These rules are unreasonably, and unnecessarily, complex.  They do not add anything to the story.  Nor do they add that much to the game itself, since the only time you need to think about them, as a player, is when you are creating or leveling up a character.  In the meantime, the GM is the one who is likely to have to use them the most, and this becomes burdensome in terms of slowing down creation of NPCs and antagonists.

Next post I will try to set forth a version of a three-level Agile component that will easily fit into the four classes discussed, as well as being available in some form to other classes!

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